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Simulation Games - Canada

Canada
  • The Simulation Games market in Canada is expected to witness significant growth in the coming years.
  • According to projections, the total revenue for this market is estimated to reach US$223.20m in 2022.
  • This indicates a positive trend in the industry.
  • Furthermore, the market is anticipated to exhibit an annual growth rate of 6.76% (CAGR 2022-2027).
  • This growth is expected to result in a projected market volume of US$313.20m by 2027.
  • These numbers highlight the potential for substantial expansion within the Simulation Games market in Canada.
  • When examining the revenue sources within this market, in-app purchases (IAP) are projected to contribute significantly.
  • In 2022, it is estimated that in-app purchase revenue will reach US$101.80m.
  • This demonstrates the popularity of these types of transactions among consumers in the Simulation Games market.
  • Paid app revenue is also expected to make a notable contribution to the overall revenue.
  • In 2022, it is projected to reach US$6.67m.
  • This indicates that consumers in Canada are willing to pay for the games they enjoy, further driving revenue growth in the market.
  • Another significant revenue stream within the Simulation Games market is advertising.
  • It is anticipated that advertising revenue will reach US$114.70m in 2022.
  • This highlights the importance of advertising strategies in capturing the attention of consumers and generating revenue within the industry.
  • The number of downloads is another crucial metric to consider when assessing the market's performance.
  • In 2022, the projected number of downloads in the Simulation Games market is 91.05m downloads.
  • This indicates a substantial consumer interest in these types of games.
  • Moreover, the average revenue per download is expected to amount to US$2.45.
  • This figure provides insights into the value generated from each download, further emphasizing the market's potential for revenue generation.
  • In a global context, it is worth noting that United States leads in terms of revenue generation in the Simulation Games market.
  • In 2022, United States is projected to generate US$4.60bn, highlighting its dominance in the global market.
  • Overall, the Simulation Games market in Canada is poised for growth, with revenue projections and market volume indicating a prosperous future for this segment.

Definition:

Simulation game apps are designed to closely simulate aspects of reality. The category has been defined by titles (produced by the video game developer Maxis) such as SimCity, which involves building and designing an urban city from scratch, and The Sims, which simulates suburban family and social life with human relationships, home improvement, and the pursuit of happiness. Various flight simulators also offer highly realistic simulations of flying commercial airplanes, with aerodynamics, weather changes, and traffic control in airports.

Additional Information:

We consider three different sources of revenue:
  • Revenue from in-app purchases (IAP) that comes from the purchase of features, upgrades, and subscriptions within an app
  • Paid app revenue from the one-time purchase of an app
  • Advertising revenue obtained from showing ads within an app
Our statistics include the revenue earned by developers and also the revenue earned by stores through commissions.

In-Scope

  • Apps that can be downloaded from major app stores such as Apple, Inc.'s App Store and the Google Play store, or in the case of China, from stores such as Huawei AppGallery and Tencent Appstore.
  • Apps that are run on iPhones and Android phones.

Out-Of-Scope

  • Apps exclusively offered by Microsoft Store and Amazon Appstore for Android.
  • Custom-made apps not available from any official app store.
  • B2B/C2C app sales of any kind.
  • Subscription revenues outside of in-app purchases (for example, Netflix and Spotify use their own payment systems outside of their apps).
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Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Market Shares

    Notes: Data reflects only revenue from in-app purchases.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Downloads

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Users

    Most recent update: Mar 2024

    Source: adjoe

    Analyst Opinion

    Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

    Modeling approach:

    Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward apps.

    Additional notes:

    The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year in case market dynamics change.

    Digital

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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